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Managing Performance in Virtual Teams : A Multiple Case Study of Esport OrganizationsNäsström, Oliver, Arvérus, Sebastian January 2019 (has links)
Abstract Background The growing phenomenon of esports during the last decade have sparked the rise of a billion dollar industry. Professional esport teams are now competing in arenas with an audience of millions watching at home. Virtual teams have been used actively since the 1990’s and are now the standard structure in esport organizations. Problem Most of the organizations in esports are based virtually which means that the team members act and communicate in a virtual environment. The explosive growth of esports have resulted in an industry with limited managerial experience. This have resulted in increasing difficulties managing and maintaining teams in esports organizations. Purpose The purpose of this study is to explore how an esport organization can manage processes to achieve effective performance. This study is conducted to expand the knowledge on the role of a manager in esports organizations. Method The empirical data in this study was gathered using a qualitative approach. Six semi-structured interviews were conducted with a managers and two players in two different esport organizations. The empirical data was complimented and compared with previous literature on virtual team performance. Results The empirical findings together with previous academic literature was analyzed to form several processes and implications that ultimately can lead an esport organization to better performance. The academic literature on virtual teams mostly match the empirical findings with a few important differences. The results offered an insight into the processes that an organization can utilize to achieve better performing teams.
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Brand communities within esports : The interactions between esport organizations and consumersHolmström, Markus, Sopaj, Larglind, Nord, Douglas January 2019 (has links)
Background: In 2019, the esport industry is expected to become a billion-dollar industry. This new industry has presented rapid growth in recent times which has led to new organizations and companies being formed to capitalize on this opportunity. However, the creation of this new industry has presented a new area of consumption where transfer of pre-existing knowledge is not viable. This leads us to the question; how does one interact with this newly formed industry and its followers? Purpose: The purpose of this thesis is to investigate how esport organizations interact with their brand communities and explore what they achieve through such interactions. Method: Empirical data has been gathered from esport organizations that has one or several teams competing in their highest national league. The gathering of data was done through semi-structured interviews. The data was later analyzed using literature and conclusions were drawn from this. Conclusion: The evidence suggests that esport organizations puts more emphasis on online platforms and interactions than offline interactions when interacting with their brand communities. It was also found that esport organizations emphasize a feeling of inclusion and positivity which could act as an asset both in terms of expanding the reach of their brand community and attracting new sponsorships.
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